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307
2 years ago

Tapping into PCG magic in Lobo to bring my world to life.

Take a stroll down a forest path in this quick example! ๐ŸŒณ๐ŸŽฎ




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We Are Not Alone in the Fog | Lobo WIP

Quick peek showcasing one of the environments in Lobo.

We are not alone in the fog, and they definitely donโ€™t come alone.

Combat design, environment design, and sound design are still in progress.

Tried turning MetaHumans into anime inspired characters while keeping Control Rig, Live Link, and GASP fully working. Inspired by Breath of the Wild, Guilty Gear, and Studio Ghibli. A fun mix of tech, design and art. ๐ŸŽจ

One of the hardest parts of game design is teaching players. In Lobo, I chose to break immersion a bit for clear, fast tutorials, no long hand-holding, just quick lessons that get you into action fast. Which do you prefer: immersion or quick guidance?

Doki Doki Literature Club is celebrating Monika's birthday and the 8th anniversary of DDLC with exclusive stickers, avatar frames and backgrounds on Game Jolt!ย 

Head over to the shop to collect yours ๐Ÿ‘‰ https://gamejolt.com/#shop

In Lobo: The Howl Within, death isnโ€™t the end, itโ€™s part of the story. Fall damage keeps you grounded, and when you die, your gear drops where you fell. Return if you dare โ€” your enemies will still be waiting.

@Distant-Dimensions is a Jolter to Watch, self-taught 3D & 2D Artist, Animator, and Game Developer! Follow @Distant-Dimensions before the quest ends on December 9 and you'll get Coins!

For Lobo, I wanted simple settings. No ray tracing or upscalers so it runs on any PC. Inspired by The Last of Us Part II, I added my own touch.

Essentials: resolution, volume, rebind keys, camera, and language.

What settings matter most to you?

In Lobo The Howl Within the end is always clear, but the path is an adventure full of combat, choices, and mystery.

Mae Borowski is the main character of Night in the Woods! It's an adventure game that tells the story of her return to her hometown of Possum Springs. She was confirmed as canonically pan in a social media post by the game's creator Scott Benson.

Polishing combat with directional hit reactions for more weight and variety. Finishers tuned for smooth, synced choreography.

And yes, enemies always drop loot. The Fallen even loses his helmet ๐Ÿ˜„